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GPU Gems Programming Techniques, Tips and Tricks for Real-Time Graphics

by Randima Fernando

  • ISBN: 9780321228321
  • ISBN10: 0321228324

GPU Gems Programming Techniques, Tips and Tricks for Real-Time Graphics

by Randima Fernando

  • Binding: Hardcover
  • Edition: 1
  • Publisher: Addison-Wesley
  • Publish date: 03/01/2004
  • ISBN: 9780321228321
  • ISBN10: 0321228324
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new Add to Cart $311.73
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Returnable at the third party seller's discretion and may come without consumable supplements like access codes, CD's, or workbooks.
Description: This book is an extensive and practical collection of articles about real-time computer graphics, accumulating the knowledge and experience of experts in both industry and academia. Building, in the same style, upon the wealth of the great "Gems" books already available, GPU Gems is a collection of short chapters. However, a number of key characteristics make this book unique and valuable to today''s developers as they attempt to harness the ever-increasing power of the graphics processing unit (GPU). First and foremost, this book focuses squarely on real-time programmable graphics--specifically, on techniques relevant to GPUs. Each chapter was carefully selected to present ideas and techniques that are directly useful in interactive applications, such as computer games. The chapters provide insight and understanding, rather than focusing on low-level API calls or specific mathematical tricks. Furthermore, each chapter is packed with numerous full-color diagrams and images to illustrate and drive home key concepts. Finally, the experience and diversity of the contributors help readers gain a broad understanding, as well as a certain confidence that the advice they are getting comes from experts in the field. NVIDIA''s strongest asset is its people: the depth and quality of their collective expertise inspired the initial idea for GPU Gems . With so much knowledge and expertise at hand, we felt that the thoughts and insights of the teams that brought us many recent advances in real-time graphics would make for a wonderfully instructive book. So, we started the project with an internal call for participation. Having the good fortune to work with people from leading game development houses, tool developers, film studios, and academic institutions who are shaping the future of real-time computer graphics, we also wanted to highlight their real-world contributions in GPU Gems. Hence, a wider, public call for participation allowed us to coalesce a great amount of talent and refreshing perspective into this volume. Whether you''re creating new effects, architecting a graphics engine, or squeezing out the last bits of performance, we hope that this book provides valuable guidance and saves you from some of the challenges the authors faced on their own projects. All of us who worked on GPU Gems hope that it will help you to adopt new ideas and take your projects to the next level of graphical realism. Our Intended Audience This book provides intermediate and advanced readers with useful information that will help them in their projects. Focusing beyond the fundamentals of high-level shading, GPU Gems looks at how to take existing projects further by removing the mystery behind complex effects and advanced GPU programming. With the rapid evolution of real-time shading languages, the collection of algorithms available to real-time graphics developers is larger than ever. By compiling and distributing the information in this book, our goal is to make high-quality, high-performance graphics more accessible to a wider audience that includes game developers, technical directors, professors, and students. Trying the Examples Many of the chapters in this book include code samples to make their subject matter more concrete. The authors used whichever shading language they wanted, so the code samples ended up in DirectX 9''s High-Level Shader Language (HLSL) or Cg, which were the only two high-level shading languages widely in use during this project. Almost everything that is presented can be applied to either language, as well as to languages that came later, such as the OpenGL Shading Language. The code samples are available on the CD that accompanies this book, along with standalone examples wherever possible. This makes it easy for you to integrate or experiment with the various examples. Updated sample code, as well as additional supplementary materials, is available at the book''s Web site: http://developer.nvidia.com/GPUGems/. Randima (Randy) Fernando NVIDIA Corporation
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Seller: Jenson Books Inc
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Sewn binding. Cloth over boards. 765 p. Contains: Illustrations.
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Sewn binding. Cloth over boards. 765 p. Contains: Illustrations.
Seller: ErgodeBooks
Location: Houston, TX
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Sewn binding. Cloth over boards. 765 p. Contains: Illustrations.
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Sewn binding. Cloth over boards. 765 p. Contains: Illustrations.
Seller: Bonita
Location: Newport Coast, CA
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Access codes and supplements are not guaranteed with used items. May be an ex-library book.
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Access codes and supplements are not guaranteed with used items. May be an ex-library book.
Seller: Griffin Books
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Size: 7x1x9; Clean tight and unmarked hardcover in glossy pictorial boards. oversized and overweight. Please email for photos.
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Size: 7x1x9; Clean tight and unmarked hardcover in glossy pictorial boards. oversized and overweight. Please email for photos.
Seller: ErgodeBooks
Location: Houston, TX
Condition: New
Sewn binding. Cloth over boards. 765 p. Contains: Illustrations.
Price:
$311.73
Comments:
Sewn binding. Cloth over boards. 765 p. Contains: Illustrations.
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